Fallout New Vegas

File information

Last updated

Original upload

Created by

sage

Uploaded by

sage2

Virus scan

Safe to use

Tags for this mod

About this mod

Brutaly hard-hardcore -- but with fair game balance. Highlights: * New weapons and ammo * Less loot, less caps for barter * More negative effects for stims * Many other small changes to improve gameplay.

Permissions and credits
Highlights:
* New weapons (Colt M1911! M3A1 .45 ACP! M1 Garand!) and ammo (.30-06! .45 ACP!)
* New monsters
* Carefully balanced gameplay changes
* Projectile firearms normalized against projectile energy transfered to a man-sized target and permanent cavity size: different weapons have different benefits.
* Carefully balanced, cohesive changes that work well together without unanticipated effects.
* More enemies spawning, and a chance of very hard enemies spawning early on
* Realistic carrying capacity
* Many, many change to increase the difficulty of the game and encourage hard decisions with real trade offs
* Far less loot, less caps for barter, less ammo
* More negative effects for stims and super-stim packs
* Removed 'kindergarten' mode -- the penalty enemies have when you're level 3.
* Everything has weight
* Revised stat effects to make SPECIAL more important
* Many other small changes to improve gameplay, balance it better, and make hard core harder

***

Down to the .45 ACP round for for his 1911, and so thirsty he couldn't see straight, Buck pulled out his machete, fumbling with the sweat-stained grip. That was the stimpack, his last one, making his fingers numb and slow. That last bullet? That was for him. Just in case. He had already managed to gun down four of the feinds, but there were two more. And one of them had just picked up the M1 Garand from the dead.

He could hear the crunch of gravel as they cautiously approached his position. Steping around the corner, Buck prayed that the one with the rifle would be in reach. No luck. The fiend drew a bead and fired, quicker than Buck could react. The bullet snapped past his ear and smacked into the concrete almost before the boom of the rifle. The tell-tale 'ting' of the ejecting clip told Buck he had a moment, a precious short moment while the fiend fumbled for more rounds, and he leapt forward, hacking down again and again. Out of the fiend's bloody fingers, he pried 3 .30-06 rounds and stuffed them into the open bolt of the M1. Now where was the other fiend?

***

From the guy that brought you Sagerbliv for Oblivion, with more than 24,000 downloads, the same carefully balanced 'oldschool' style game play.

I found that, even on hardcore, the wasteland was a plethora of pre-war goodies (200 years after the war? What?). I was never low on ammo, never needed to really worry about what to carry, never even came close to running out of food. In fact, it was nothing like the original Fallout 1 and 2 at all. Combat was just one headshot after another, and enemies rarely had a chance to fight back at all. My health almost never dipped below half, and if it did, I had dozens upon dozens of unused (and apparently weightless!) stimpacks.

The goal of this mod is to make Fallout New Vegas signifcantly more challenging, without fundamentally altering the game balance of the game. This will maintain compatability with future DLC and mods that don't change the same records.

You will find that you are often low on stimpacks, rarely have enough money, and often do not find much ammunition on merchants. Because of the much more realistic carrying weight, you will find that you must make very careful choices around what time of armor to wear, and which weapons to bring with you. You will not be able to carry half a dozen

***

I strongly recommend using the FONVAMoreSpawns.esm (from http://www.newvegasnexus.com/downloads/file.php?id=36832#fileanchor) but not the other mods, as they will potentially conflict and cause unanticipated balance problems.

Install:
Copy to your \Data folder, and enable Sagerglobal.esp with the launcher of your choice or FOMM.

Credits
* Thanks to Dreadwolf for 10mm pistol model
* Thanks to StraMM for 1911 model

Compatability:
This mod will be compatible with most mods.

I use a variety of mods with them. My mod list, and load order, looks like this:
* Distant Gunfire Sound
* Realistic Death and Dismemberment
* Fellout
* Emperical Weather
* Darn UI
* Compiled Patch
* Timescale Adjuster (set to 12 for 2 hour days)
* New Vegas Bounties
* Improved spawns
* Sagerglobal

Version 1.2
* Primary NPCs no longer auto heal at the end of combat.
* Primary NPC exp cost reduced from *.7 to *.8.
* Minor tweaks to several food items to balance better.
* Cazadore hitpoints lowered from stock. Still irritating, but not quite as tough.

Version 1.11
* Reduced amount of water received from certain natural food types.
* Mercs and merchant guards tougher and better armed.
* 1st Recon Beret crit bonus reduced to +2% for balance purposes.
* Stimpack / Superstim add hunger
* Can craft .45acp and .30-06 rounds now.
* Absinthe, renamed to Liquor, Absinthe to match
* Irradiated Water hydration reduced to 25 to match other water types.
* There is now a small chance of running into rabid animals. These dangerous, aggressive
animals are fast, tough, and someone needs to put them down.

Version 1.1
* Numerous balancing tweaks to armor, ammunition and weapons:
- Non-scoped weapons no longer zoom w/ iron sites
- Love for energy weapns: laser pistols fire faster, Plasma weapons due nastier criticals.
- 10mm model replaced with a smaller, better looking model
- M1911 model added; note that the model is not correctly animated to fire single-action; it will be replaced when a new model is available.
- Because the late game seems to degernate into headshot after headshot, the damage mulitplier, and difficulty to attain, have been reduced for almost all creatures.
- Hits to limbs do less damage to humanoids, but are more likely to damage the limb.
- Combat armors have less health
- Heavy armors have more over all DT
- The damage of some higher velocity weapons has been reduced, but replace with a DT bonus, making them a more effective option against heavily armored targets.
* Encurmbrance is now 25 + 15 * STR
* Skill pts / leve are now 1 + 2 * INT
* Item leveled list adjustments.
* All creature level lists, now have the (small) posiblity of spawning a higher tier or creature.
* Creature adjustments
* Combats kill experience reduced to about 65% of where it was to account for larger number of spawns.
* Renamed all liqours to Liqour, <foo>; renamed all health-giving manufactured items to First Aid, <foo> for easier sortability (this was done previously for water, cigs).<br><br>Version 1.02<br>* Fixed a mild busted leveled list<br>* Fixed a reference to .NIF that isn't a part of this mod.<br><br><br>Known issues:<br>* The M1911A1 re-uses the model for the Brown Hi-Power (9mm pistol). Costmetic only.<br>* The models and pip-boy images of some of the mods don't always exactly match what they should. Cosmetic only.<br>* Not much love for pew-pew energy weapons.<br><br>Global setting changes:<br>* Auto-aim has a much more minimal effect, and is now almost complete gone.<br>* Player hitpoints are now calculated as (END - 2) * 10 + (2 * Level); NPCs are same.<br>* Player carrying capacity is now significantly reduced to 50 + STR * 15<br>* Player action points are now calculated as 40 + AGL * 3<br>* Skill points now 3 + Int * 2 per level.<br>* Tag skill now +5, and x2 for each point put in per level<br>* Sneaking is much harder<br>* Grenades lose more energy when bouncing.<br>* Items now sell for more, are bought for less; barter has a slightly greater effect.<br>* Respawns now happen a little faster.<br>* NPC HP calculations are now identical to the player.<br>* Player run speed is unchanged, but running with a drawn weapon is slower.<br>* Armor has a greater effect on sneaking.<br>* Weapon condition now has a moresignificant effect on accuracy and reliability, but less on damage.<br>* Skill level now as a less effect on damage.<br>* STR a bit more important for melee damage, to offset minor increases in DT for heavy armors.<br>* Crippled legs and arms now have a greater effect.<br>* All merchants now require at least 1 day to respond (no more loading to refresh gun-runner store).<br>* Running accuracy penalty is higher.<br>* Crouching accuracy bonus is a littler higher.<br><br>Creatures and NPCs<br>* Creatures will search much further, and see further -- sneaky sniping from a distance is harder (though still too easy).<br>* Feral ghouls are now tougher and faster.<br>* Giant ants now move faster.<br>* Mutants a bit tougher.<br><br>NPC Companions<br>* All NPCs companions now cause a 30% reduction in experience points gained by the PC.<br>* All NPC companions have had their stats moderately reduced. Note that their scripted, hidden bonuses have not been reduced.<br><br>Spawns<br>* Certain types of creatures and NPCs will now spawn in greater numbers.<br><br>Loot<br>* The loot lists are now somewhat flater than they were.<br>* You will find far less ammunition and medical suppies.<br>* All new weapons and ammunitions will be found (and used) by bad guys.<br><br>Magazines Meds, Drugs and Food<br>* Food and water no longer heals.<br>* Food and water now reduce starvation and thirst much less.<br>* Stimpacks and super-stim packs now heal less, take longer to do it, and come with a significant hit certain stats.<br>* All drugs and magazines now have some weight.<br>* Water and cigs renamed for better sorting.<br><br>Armor<br>* The heavy armor types now weigh more, but are also somewhat heavier (and occasionally have the cost adjust to compensate). This accentuates the differences between certain weapon and ammunition types.<br>* Recon armor came with a small (+5) bonus to Sneak that doesn't even begin to offset the large penalty that medium armor gives while sneak. Recon armor has now been changed to "light" armor.<br><br>Weapons and Ammo<br>* Many weapons have been renamed to the re-life counterpart indicated by the model. For example, the 9mm pistol is now the Brown Hi-power or Service Rifle to AR-15. In some cases, a model was clearly inspired by a real weapon, even though there were very significant different (i.e. the Light Machinegun, renamed as M249).<br>* New wapons:<br><span class="wbbtab"></span>- M1 Garand chambered for 7.62mmx51, an 8-shot semi-automatic rifle that hits very, very hard, but uses the more common .308 ammunition.<br><span class="wbbtab"></span>- M1 Garand .30-06, the original 8-shot semi-automatic used by the American serviceman to kill Nazis in WW2, commies in WW3, and mutants in WW4. Hit hard, though a bit less effective against armored targets than the more modern, and higher velocity 7.62mm ammunition.<br><span class="wbbtab"></span>- AR10, a rare and hard-hitting NCR Service Rifle chambered for 7.62mm. Its high clip capacity and rate of fire is balanced by its less than sterling reliability.<br><span class="wbbtab"></span><span class="wbbtab"></span>- Springfield M1903, a highly-accurate .30-06 chambered bolt-action rifle.<br><span class="wbbtab"></span>- M3A1 .45, a .45 ACP chambered version of the M3A1 9mm<br><span class="wbbtab"></span>- Colt M1911, a 7 round, .45 ACP chambered hand-gun with excellent reliability and accuracy off-setting the small magazine size.<br><br>* New or rebalanced ammunition:<br><span class="wbbtab"></span>- .308 Hollow Point has been replaced by the 7.62mmx51 NATO round. This round functions similar to a higher pressure (+P) round.<br><span class="wbbtab"></span>- .45 ACP, .45 ACP HP, and .45 ACP +P now added. In general .45 ACP comes with a signficant pentalty to penetration (1.3x Damage Threshold), which offsets the extra damage of the .45 chamberered weapons. It will be more effective than 10mm against lightly-armored targets.<br><span class="wbbtab"></span>- 30-06 added. This, like .45 ACP, comes with a DT penalty. It will be more effective than .308 against lightly-armored targets.<br><span class="wbbtab"></span>- A number of higher velocity, or heavier, ammunition types, such as .44, 5.56mm and .308 include small armor penetration bonues.<br><br>* All new weapons have appropriate mods, and are fixable by the appropriate weapon.<br>* The only rifle with a silencer available is now the .223 Bolt-Action. First, this is because silencing a .308 rifle is going to be nigh-impossible, and second, there were game balance issues -- picking bad guys off from an extreme distance was much too easy.<br>* The .223 and .308 Bolt-action rifles now are both single shot by default, but they both have mods that will add box magazines.<br>* Many small tweaks to existing weapons for balance reasons.<br>* Most ammunition is now more expensive.<br></foo></foo>